06-20-2008, 02:53 PM | #31 |
Join Date: Sep 2004
Location: Buffalo NY
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Re: Ogre Minis Revision Issue: Mark VII
The problem is that with it starting at M2, it only has 8 weapons that can catch a GEV. This essentially makes the secondaries worthless or nearly so. Knock off the 4 missile launchers and the 4 main batteries, and just a few GEV's turn it in scrap metal. I don't mind it starting at M2. Quite frankly it makes sense to be a bit slow, but it should then concentrate on long range weapons. Give it six missile racks with 24 missiles; 6 external missiles; 8 main batteries; and 6 secondaries (primarily to help kill that first wave of units trying to knock everything out). Anything going as slowly as M2 has to be truly scary to be justified.
The best justification for this beast at M2 is as the first thing out of the ocean when you're trying to invade a defended location. The speed will be much less of an issue if it's trying to smash bunkers and absorb as much damage as they can throw out. |
06-20-2008, 03:01 PM | #32 |
Join Date: Sep 2004
Location: Buffalo NY
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Re: Ogre Minis Revision Issue: Mark VII
That turns out as 294 vp's with 24 ap's. Call it 300 points and you're all set.
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06-20-2008, 04:25 PM | #33 |
Join Date: Mar 2008
Location: Oregon
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Re: Ogre Minis Revision Issue: Mark VII
Well, as Steve Jackson said, the Mark VII was never built for reasons of the risk/benefit analysis. Make it too small and one hit takes it out and make it too big and one hit takes it out. The difference is : is the missile taking out the Ogre a small nuke or a HUGE one? Huge ones cost a lot, maybe less than the huge tank...
Last edited by Toltrin; 06-21-2008 at 05:00 PM. |
06-22-2008, 11:43 PM | #34 |
Join Date: Mar 2008
Location: Oregon
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Re: Ogre Minis Revision Issue: Mark VII
This is probably what it would look like if it were ever made.
OGRE Mark VII |
10-10-2008, 08:49 AM | #35 |
Join Date: Sep 2004
Location: The North American Combine
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Re: Ogre Minis Revision Issue: Mark VII
After reading over the revised Mk. VII stats, I'm still not sold on the idea of Howies on an Ogre. But if that's what they're going with, how about a smaller version of what's posted? Say something with an Attack 3, Range 14"? (basically a Light Howitzer modified to be mounted on the chassis). Or possibly an Ogre Mortar? Attack 3, Range 10", Defense 3?
And I also came up with what I think is a viable Mk. VII design, and I'd really like to hear what you guys think of it. Instead of it using standard Ogre AP batteries, how about Point Defense (PD) Batteries? Ogre Point Defense Battery (PD) - Attack Strength 1, Range 1 (2”), Defense 1. PD batteries act as standard AP batteries, but are capable of engaging missiles and smart shells. Any attack on a Mk. VII, at a range greater than 1", is -1 to hit. The only exceptions being Lasers and Laser Towers. PD weapons are also capable of engaging Cruise Missiles. For every (4) four functional PD guns, the Mk. VII receives a +1 when rolling to defend against a cruise missile attack. Mk. VII Ares 8 External Msl 0000 0000 8 MsL Racks 0000 0000 24 Internal Missiles 000000 000000 000000 000000 4 MB 0000 (Attack 4, Range 6", Defense 4) 8 SB 0000 0000 (Attack 3, Range 4", Defense 3) 24 PD 000000 000000 000000 000000 96 Tread Units: Movement starts at 4" 000000 000000 000000 000000 (Movement drops to 3") 000000 000000 000000 000000 (movement drops to 2") 000000 000000 000000 000000 (movement drops to 1") 000000 000000 000000 000000 (movement drops to 0")
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" Last edited by DSumner; 10-11-2008 at 03:30 AM. |
10-10-2008, 12:47 PM | #36 |
Join Date: Sep 2004
Location: Buffalo NY
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Re: Ogre Minis Revision Issue: Mark VII
A 16 missile initial volley??? If this beast was buildable, it would have crushed anything in it's path. I think this is just *too* big a step up from the Mark VI. 6 racks and 4 to 6 external missiles would be more in line. I still think the secondaries are wasted on a tank this slow.
On the other hand, the PD's are intriguing. |
10-10-2008, 01:20 PM | #37 | |||
Join Date: Sep 2004
Location: The North American Combine
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Re: Ogre Minis Revision Issue: Mark VII
Quote:
Another possibility I considered is that instead of having a drone reload the external missiles, it's equipped with a mechanical arm, similar to the one carried on a Vulcan, that would allow to reload its own missiles, from quick change storage pods. Sound feasible? Quote:
Quote:
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
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10-10-2008, 05:21 PM | #38 | |
Join Date: Oct 2004
Location: Akron, Ohio
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Re: Ogre Minis Revision Issue: Mark VII
Quote:
Joe
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The truth is right in front of us, it’s just camouflaged. |
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10-10-2008, 07:48 PM | #39 |
Join Date: Sep 2004
Location: Buffalo NY
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Re: Ogre Minis Revision Issue: Mark VII
6 external and 6 racks are fine by me. It's plenty big enough to be truly frightening, but not vastly larger than the last one.
A capacity to "self" reload the external racks is fine, but I'd keep it outside of combat conditions or else they've just become more missile racks. Perhaps 1 missile a turn while the Ogre is not moving or being shot at. Extended range secondaries would largely satisfy my problem with the speed + secondary issue. |
10-11-2008, 03:34 AM | #40 | |
Join Date: Sep 2004
Location: The North American Combine
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Re: Ogre Minis Revision Issue: Mark VII
Quote:
__________________
"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
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